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  1. Unfortunately, no. I refactored my script to take in a configuration file for which parts to look for so it could work with SOCK and DECQ alike, and that worked out fine. Then I tried adjusting the RO cfgs for SOCK and the control authority limiters trying to maintain yaw authority to no avail. It could be that the RCS is underpowered. I did many tests which got me nowhere, I got a bit frustrated and lay it aside as things to do IRL got the priority. EDIT: I should mention that another reason I got frustrated with it is that I only really signed up for adapting my script, not really for getting the RO configs to work.
  2. Refer to minute 10:00 of the video I made : When you select a runway end, the program calculates two HAC points some distance away from the threshold, to the left or right side of the centreline. Left and Right are intended looking down along the direction of the runwya you chose, obviously if you switch to the opposite end it reverses. You will most likely come in with enough energy to do the overhead bank approach that the real Shuttle did, meaning that you will choose the end of the runway furthest from you. So you need to draw in your head the same kind of picture I showed in the video and pick the left or right HAC based on where you are.
  3. It's right in the front page of the Git repository. https://github.com/giuliodondi/kOS-ShuttleEntrySim
  4. I have no trouble controlling the Shuttle manually without Atmospheric Autopilot so there must be something amiss. Are you sure you're reentering with OMS fuel nearly depleted? Did you set the control surface deflections to the values in the README? Are you sure you're not using the airbrakes wrong and stalling out?
  5. Hi, a few pages back I read your discussions on how to pilot this Space Shuttle during reentry and landing. I have spent several months on perfecting a kOS script that can automate most of the work and achieve an accurate and controlled reentry in RSS/Realism Overhaul If you're interested you can have a look at https://github.com/giuliodondi/kOS-ShuttleEntrySim and this demonstration video I made:
  6. I see, as a part-time KSP modmaker myself, I can only relate. Cheers!
  7. Hello, my question is not strictly related to your great mod, however may I ask where the Saturn parts visible in one of the front page screenshots are from? Is it a publicly-available mod? Thnak you very much.
  8. Thank you for your quick reply, Following your comment I was inspired to convert every texture to .png and see if the orbiter mesh plugin in Blender was able to map the UVs regardless of the format. Luckily it seems like it was, and working with .png only enabled me to use part tools succesfully. Thank you. Dolin
  9. Hello, I'm in need of some help with this Parrt tools error upon saving the model + textures: File error: Cannot cast from source type to destination type. at KSPPartTools.BitmapWriter.Write2D (UnityEngine.Texture texture, System.String newPath, TextureType texType) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.WriteTexture (UnityEngine.Texture texture, System.String path, System.String filePath, KSPPartTools.TextureDummy tex, System.String filename) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.WriteTextures (System.IO.BinaryWriter bw) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.Write (System.String modelName, System.String filePath, UnityEngine.Transform target, TextureFormat textureFormat) [0x00000] in <filename unknown>:0 UnityEngine.Debug:LogError(Object) KSPPartTools.PartWriter:Write(String, String, Transform, TextureFormat) KSPPartTools.PartToolsInspector:DrawWriterGUI() KSPPartTools.PartToolsInspector:OnInspectorGUI() PartToolsEditor:OnInspectorGUI() (at Assets/PartTools/Editor/PartToolsEditor.cs:18) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) The models are Orbiter 2010 meshes whcih I'm trying to import into KSP. They're .fbx imported from Blender along with the embedded txtures which are .dds. I could surmise that the problem could be related to that <filename unknown> string but I have no idea how to deal with this. I hope this is enough information and not too vague a description. Can anyone suggest anything? Thank you very much indeed. Dolin
  10. Quite the contrary: I'm concerned about in-game performance. I'm using RSS with a ton of mods and I see a noticeable difference in performance with and without Principia. In the case that everything (planets and vessels) is thrown into the integration scheme, I thought that maybe the motion of celestials could be completely solved before the game even loads for say a thousand years, with an arbitrary timestep, and the results stored on file. Then the plugin would update the celestials' positions by reading them off a file, and the live integration would be reserved only for vessels. Trajectory predictions would only need to be updated live for vessels as the motion of planets is already assumed known. I think this would be advantageous since in most cases all planets and moons make up half or more of all the gravitational bodies in game, which entails quite a few computations thrown away. I think I've heard that asteroids are in fact treated as vessels in KSP, so it should still be possible to build a gravity tractor. But we could take this a step further and neglect the influence of vessels on other vessels, no gravity tractor in this case but even more compitations skipped. If, otoh, Principia already does something like this then there's not much room for improvement, hence my enquiry
  11. A question: does principia integrate the complete n.body motion of EVERY massive body in game (celestials and vessels) or do you somehow differentiate between the integration of planets and vessels? In other words, does principia, at any point, neglect the influence of ships on planets and therefore shave off some computations? Thanks for the insight.
  12. I second this request, if it's not of any inconvenience. A few of us still use 1.1.3 bc a few mods still haven't been updated for 1.2, having your awesome shuttle in 1.1.3 would be a real treat .
  13. I apologise for self-bumping, but could anyone help me with this?
  14. I've tried making a bigger than 8k texture for Earth using tiled textures for space simulators (i.e. Orbiter or Celestia). I've succesfully made a 16k Earth texture and it would be possible to make 16k textures for the Moon, mars and maybe a few other bodies. I've run into problems with 32k textures and above because Photoshop refuses to export them as .dds, for some reason it always gives out a "image width and height must be multiples of four" error, even though the image size IS indeed correct.
  15. Hello, I'm using KSP 1.1.3 and the latest RSS, RO and other mods. I'm trying a moon landing and I seem to be having "terrain issues", which is the reason I'm posting here. Basically, no matter how carefully I zero my velocity, as soon as my lander legs touch the ground the lander starts bouncing and hopping slightly, and so it "slides" sideways at about 5 m/s until it loses balance and capsizes. There is no way to actually settle down and stop on the ground once it starts doing this. I've edited the presistent.cfg to change the suspension parameters and I've come to the conclusion that they're not the cause of the problem (i.e. the lander doesn't bounce because the legs are too rigid). My terrain detail is set to high, by the way. Thank you for any assistance. Dolin
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